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Pathfinder vs. 3.5?
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<blockquote data-quote="DonTadow" data-source="post: 4622052" data-attributes="member: 22622"><p>I whole heartedly recommend pathfinder over 3.5. </p><p></p><p>Pathfinder feels like the natural progression of 3.5. We have not had a power with power creep, as we have mostly an rp heavy group. Yeah, some classes are slightly better, but no more so that can break a game. I've run modules, creatures and 3.5 adventures with no more visible easiness than Idid my previous 3.5 campaign. My favorite things.</p><p></p><p>CMB - really eases up special attacks and aofo, though i would have still wanted auto aofo. In my game i use a 4 for the modifier instead of 1.</p><p></p><p>Magic users get normal magic use - magic users feel like magic users, always accessto a helpful power as exposed to a cantrip. Unlimited cantrips are a great idea. This has created more focused characters. My sorcerers and clerics don't feel the need to become mildly adequate at something else in order to make their character combat useful at early levels. </p><p></p><p>Turning is simplified/ useful - the positive energy burst is a real simplistic way to deal with turning and again, more enjoyable. Eliminating the lame charts of a turn check is nice. </p><p></p><p>Fighter - I like the fighter, but wish it was more interesting like Monte Cooks fighter sin experimental might 2. Which I give my players the option of in my pathfinder campaign. </p><p></p><p>Spells- Much easier and cleaned up. There was more thoguht put into what would effect what. </p><p></p><p>Skills- The skill are condensed,smaller and more useful. Allowing players to concentrate on skill based characters if they wished.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 4622052, member: 22622"] I whole heartedly recommend pathfinder over 3.5. Pathfinder feels like the natural progression of 3.5. We have not had a power with power creep, as we have mostly an rp heavy group. Yeah, some classes are slightly better, but no more so that can break a game. I've run modules, creatures and 3.5 adventures with no more visible easiness than Idid my previous 3.5 campaign. My favorite things. CMB - really eases up special attacks and aofo, though i would have still wanted auto aofo. In my game i use a 4 for the modifier instead of 1. Magic users get normal magic use - magic users feel like magic users, always accessto a helpful power as exposed to a cantrip. Unlimited cantrips are a great idea. This has created more focused characters. My sorcerers and clerics don't feel the need to become mildly adequate at something else in order to make their character combat useful at early levels. Turning is simplified/ useful - the positive energy burst is a real simplistic way to deal with turning and again, more enjoyable. Eliminating the lame charts of a turn check is nice. Fighter - I like the fighter, but wish it was more interesting like Monte Cooks fighter sin experimental might 2. Which I give my players the option of in my pathfinder campaign. Spells- Much easier and cleaned up. There was more thoguht put into what would effect what. Skills- The skill are condensed,smaller and more useful. Allowing players to concentrate on skill based characters if they wished. [/QUOTE]
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